Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

****NEWBIE QUESTIONS?? - look no further2!!****

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 18, 2004 9:13 am

As far as I know...

The last three integers are ALWAYS "150, 500, 0" or "0, 0, 1", depending on whether the commodity is sold at the base. Why use three numbers when one would do? I suspect that one of the many features left out of the release version of FL was a kind of dynamic economy. Perhaps the first two numbers are the min/max of each commodity that can be bought/sold/stored there?

Chips'll correct me now I'm sure

Edited by - Accushot on 3/18/2004 9:19:16 AM

Post Thu Mar 18, 2004 10:54 am

I never looked into the commodity or misc.ini numbers to be honest. I found that ships sell by the variation of only ONE number, and not three like we thought, but without finding why the number is there, i have no idea!!

However, the buy for commodities (not selling) and the ship not sold thing are nearly the same sequence if you look...........(not looked at weapons yet ). What i should do is change the values for ships "not sold" code and find if they trade in for a better value (as in the last value - the 1 which can be changed for a higher number).......or maybe i cannot be arsed just at the moment - note that to try later

At which point, i wonder if you can set it to "buy" weapons for MORE without actaully selling them by applying the same logic as well. Each file has the same values for "not sell" which is actually to BUY not to NOT sell it. In which case, you could have stuff "being bought" for different values ALL OVER THE PLACE without them being able to be SOLD. In effect, you could set up a WEAPONS TRADE SYSTEM between houses and more with this as well...................and make junkers bases need certain weapons, outposts need capital turrets etc etc - oh sounds fun to me . Now i think of it, i bet it works.......



Edited by - Chips on 3/18/2004 2:56:22 PM

Post Fri Mar 19, 2004 5:50 pm

I have a pretty simple question. I just reinstalled FL (haven't played it for almost a year now) and I want to put in the star trek ships. Everything I can see says to use "SL Edit" to import these. However the only download I can find is for SL Edit beta, but is it says you have the previous version first (2.0 or something). I can't find this for download... can anyone help me? And is there any tips on importing these ship models?

Thanks!

Post Fri Mar 19, 2004 6:54 pm

An odd thing has happened to me during SP missions. This is after Mission 6... i think. I came back to Leeds from the omicron mission. No to advance i need to reach that certain credit value (209,000 - currently, 225,000 to advance a level)...

As i plunged along to space in my Leeds random mission for 6000 i think, i actually get that credit... it is supposed to do that ... now as i have completed that and venture along to Eidenburg and do missions there, random, it the credits still is added to my value...

Now when i go to Tau 31 at planet Harris... taken a mission and got 10000 credits for it, it just added to my existing Inventory Credit. but not my value... the odd thing here is that my value has decreased to approx. 206,000, that is 300,000 shorter on my original value... Testing and testing it again it gives me the same result still i have a value of approx. 206,000 even if i sell one of those looted weps...

I tried to experiment and went back to Planet Leeds and make a random mission there and still has the same results, stuck of nowhere getting to a level up... now i went into a battleship and do a random mission there. Now what do you think happened.....

It went to normal... i manage to increase my value and leveled-up.

My theory is that when you are too far away where somebody is supposed to contact you, you will not be avail to level-up... this is your chance to get rich an prepare your ship for more power... although you can only buy a ship with your current level.


a message from firebase...

Post Sat Mar 20, 2004 6:57 pm

Paniohitus,
don't lnow if you read my post on the previous page where I said I hadn't seen a background encounter with a sort = 99.5. Well I was wrong, I just found one.

S

Post Sun Mar 21, 2004 6:11 am

Hi, thanx for the tut btw.

My ship is invisible, I follwed the tutorial by the letter so far as I know and it's still invisible, I have flipped the texture and remade the mat file several times. Also have set the lod to 0, 2000.

I have dozens of ships to convert and would really appreciate the help.

Post Sun Mar 21, 2004 9:33 am

Right, so I've been working on a mod which adds a new system, 2 new factions and 2 new ships. Eventually I will be adding 3 more systems, at least 6 more factions and a few more ships and probably some new equipment. (I'd like to do engines).

I've been using freelancer explorer to build the system, then I used giskard's empty DLL to hold my names. All this stuff works so far. There are seven bases in my system, and all the names show up properly. Until you land on them. The system is called Québec (I'm doing a canada mod, kinda lame, but I figured it would be something I could learn modding with). When you land on a base it says " , Québec system". The name of the base doesn't show up there. I haven't done infocards yet, but looking through base description infocards that already exist, I can't seem to see how that would help this problem.

My two new factions are the RCMP (canadian police) and the Canadian Navy. I followed the faction adding faq, and gave them kusari navy and police ships, with slightly altered loadouts and they scan for different items. But I added some encounters to my system and I have yet to see any ships.

Also, even though I've landed on their bases, the faction doesn't show up in my list (F8 menu I believe). I used FLEX to add the encounters, and then changed the faction those encounters belong to in my ini files. My strategy has been that whenever I need to modify and existing ini file in the FL directory, I copy it into my mod's directory (\flmm\mods\canada\data), following the same DIR structure as I found in the FL directory. So unless my encounter code is way off, I don't understand why I can't meet with any of their ships. Here's one encounter, found outside of one of my planets.

[Zone
nickname = Zone_IW07_pop_ambient_01
pos = -30371, 0, -3912
rotate = 0, 0, 0
shape = SPHERE
size = 4416
sort = 51
toughness = 4
density = 3
repop_time = 25
max_battle_size = 4
damage = 0
spacedust = asteroiddust
spacedust_maxparticles = 0
interference = 0.000000
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = cn_po_grp, 1
encounter = area_defend, 4, 0.450000
faction = cn_po_grp, 0.800000
faction = cn_n_grp, 0.200000


Is there anything brazenly wrong with this encounter?

cn_n_grp is the canadian navy and cn_po_grp is the canadian police. I realize that the chance of this encounter happening is not 100%, but I landed and left the planet about 20 times and there were NEVER any ships outside of it.

Post Sun Mar 21, 2004 9:43 am

to wrathofachilles

the texture won't make it appear invisble or not, it will just be unmapped correctly. You only flip you texture vertically if it is a .tga, if it is .dds then you don't flip it.

at the time you export it from milkshape, does it look correct in milkshape?

Reasons why ships are invisible-
using an unsupported file type as a texture, only use uncompressed tga or dds

the path line in the shiparch.ini for the material use for the ship has a typo

the mat wasn't made correctly. A name of a texture used on your model isn't the same as the name of it's node used in the mat. Though with the .mat exporter this problems has been reduced exponentially.

all your faces are backwards and are backfaces -haven't seen this one happen before but in theory it's possible lol

the first group in the groups list isn't a hull component but a hp hardpoint.


just to be safe, go through and name all your materials to the same name as the texture which is applied to it, then reexport it using the .mat exporter, never seen it not work.


Post Sun Mar 21, 2004 9:52 am

yes it does look fine in milkshape before exporting, but no joy.

how do you mean rename the material to the same as my texture? I am very fluent with max, not at all with milkshape.

I'll try a dds and see if that helps, thanx.

Post Sun Mar 21, 2004 10:18 am

ok, it shows up now (typo, tutorial said MIPO when it's MIPS), though it'as all in white, texture problem, it's correctly referenced in shiparch, It's a tga, I've tried 32 and 24 bit and I flipped it anyways, any suggestions.

Post Sun Mar 21, 2004 1:14 pm

MIP0 is not a typo, that is what you use when your using a targa, if your using direct draw THEN you use MIPS.

If it's all white now, what size is your texture, is it by a power of 2? aka, 128x128, 256x256, 512x512?


Post Sun Mar 21, 2004 1:22 pm

yeah I guessed the mipo/mips thing after I posted, Downloaded the dds plugin and it works fine now, happy to report problem free ship now working, thanx alot for the help though friend.

I'm Just moved to freelancer after making models for star trek armada for quite awhile, both me and a freind, we are planning a 30 ship addon for freelancer. Also I will convert my backlog of armada models eventually, heres an example of my dominion strike cruiser from dominion wars.

www.geocities.com/phillistine2000/dstrike.txt

Edited by - wrathofachilles on 3/21/2004 2:50:27 PM

Post Sun Mar 21, 2004 6:22 pm

chantdeguerre,

I'm no expert but I'll give you my thoughts.

1. Your base name problem could be the strid_name.

[Base
nickname = Bw10_01_Base
system = Bw10
strid_name = 196715<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< could be your problem
file = Universe\Systems\Bw10\Bases\Bw10_01_Base.ini
BGCS_base_run_by = W02bF41

2. Your npc's not showing could be a problem with, npc ships, look in npc ships, faction prop and loadouts for the problem, although that usually causes crashes I think. Theres been many questions like these in the thread check back through. Could even be a faction problem.

3. Your encounter;

Simple Background encounter from Tau31;

[zone
nickname = zone_bw10_pop_ambient_sw
pos = -27359, 0, 20180
rotate = 0, 70, 0
shape = ELLIPSOID
size = 27474, 8000, 56823
comment = Ambient Pop
sort = 50
toughness = 9
density = 3
repop_time = 25
max_battle_size = 4
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_g_grp, 10
encounter = area_scout, 9, 0.670000
faction = fc_g_grp, 1.000000

3a. In your encounter, why bother with these;

damage = 0
spacedust = asteroiddust
spacedust_maxparticles = 0
interference = 0.000000

3b. Your faction weightings need changing;

faction_weight = cn_po_grp, 1, is a low value try 10

faction_weight = cn_n_grp, 10, is missing


population_additive = false
faction_weight = cn_po_grp, 10<<<<<<<<<<<<<low value of 1
faction_weight = cn_n_grp, 10<<<<<<<<<<<<<<<<<<<<<<< missed out in your encounter
encounter = area_defend, 4, 0.450000
faction = cn_po_grp, 0.800000
faction = cn_n_grp, 0.200000


Hope this helps.

S

Post Sun Mar 21, 2004 7:51 pm

I got the names to show up when I landed. It was strid that was missing.

I rechecked my npcships, loadouts and factionprop files like 6 times. At one point the loadouts that I added in hadn't been saved, so I re-added them, making sure they were properly saved. No dice.

Those weird lines (damage, particles) are because for some reason, FLEX adds encounters like fields, so it has those. I took them out. Still nothing.

I also tried to change an encounter in NY to be my ships, but it still didn't work. I'll try changing that stuff and get back.

Thanks alot for the help.

Post Mon Mar 22, 2004 5:59 am

Again a question, now I have been creating quite a few time some systems and so using little help with Freelancer Explorer. However, I planned to start to build a mod from scratch, deleting all the excisting systems, redesigning the whole thing. I just noticed that everytime I run my own FL server I receive a huge list of warnings before the server is booted.

Example:
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Hi01_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Bw08_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Ew02_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Hi01_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Bw08_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Ew02_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Hi01_01_Base) failed.

How can I elliminate these messages, cause they also appear for my own bases ( example, i got Sol system. -> Server says: get_base(Sol01_01_Base) failed etc.

Return to Freelancer General Editing Forum